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Substance 3D Painter 12.1 is here, and it brings some significant improvements to baking workflows, along with initial support for OpenPBR. Here's a rundown of what's new. Auto Rebake Painter 12.1 introduces Auto Rebake, which automatically triggers a rebake whenever a change is detected, confining this to only the changed region rather than the project overall. This makes baking iteration significantly faster, particularly when working with skew corrections. Auto Rebake activates automatically when entering Skew Painting mode, but can also be toggled manually — and should you prefer full control, a new single-map quick rebake button is available, letting you rebake just the visible map without touching any other settings. Skew Map Painting This release also brings in Skew Map Painting, a powerful new addition to the baking workflow that gives you direct, hands-on control over skewing artifacts — the distortions that can appear when baking low-poly meshes due to the angle at which r
This is a simple question, not sure if its been implemented in this manner as its been a while since I have used painter. But, what i wanted to know was, similar to marmoset toolbag has a bevel shader, will or does painter have the ability to “bake” in a beveled edge as if replicating a high poly bake from a higher poly model along edges. thoughts? I understand it has a bevel filter, but I don’t recall it doing anything in that capacity.
I was unable to bake my carvature in v12. It turned out black. Same model baked well in v11.
Please add "Save and Compact" to the keyboard shortcuts menu so we can assign it a hotkey or overwrite the default Ctrl+S.Right now, the standard incremental save system balloons project files with dead data, making them way larger than they need to be. Often I’ll find files that are upwards of 800+MB that compress down to less than 100MB. The only way to purge this is by manually clicking through the file menu every time, because the action is completely missing from the shortcut settings.While I understand this isn’t the default as it can take longer on large files. I’ve found that for almost every file I’ve worked on it takes about the same length of time as saving normally. I work with other artists who constantly forget to do this manual step, which results in massive files that bloat our repos and seriously slow down our pipeline. If we could just tell the team to change their Ctrl+S shortcut to Save and Compact, this problem would be fixed immediately.It's incredibly frustrating
Hello Adobe Substance 3D Painter team,I would like to suggest a few features that I believe would significantly improve the hand-painted texturing workflow. One-click Color Picker Remove the confirmation click after using the Color Picker. When pressing P and clicking on a color, it should be selected immediately without requiring a second click to confirm. Hide Mesh Parts by UV Islands Add the ability to hide or isolate mesh parts based on UV islands. This would make it much easier to paint areas that are occluded by overlapping geometry without constantly changing camera angles or manually hiding meshes. Photoshop Live Connection Add a live connection between Substance Painter and Photoshop. This would allow artists to use Photoshop's advanced selection tools (such as the Lasso, Polygonal Lasso, Magic Wand, etc.) and have the changes update directly in Substance Painter. More Color Picker Layouts Add additional color picker interfaces, such as: Triangle color picker
Hello, I’m trying to use a grunge map as the base color of my material, then run it through a gradient map to color it. I wanted to use an anchor point before the gradient, to create a roughness map that matches the grunge I’m using as my base color. This works, but the the anchor point roughness map comes out much darker than the base color grunge that it is derived from. What is the reason for this? Shouldn’t the anchor point just directly copy the greyscale map? I made sure that the anchor point is BEFORE my gradient and AFTER my levels. Base color from grunge mapRoughness from grunge map anchor pointThanks for your help, On a side note, is this the best method to do this? I can’t find much about working like this online.
I’m unsure what is causing the issue. Before latest update to 12.1.0, I have not experienced any issues like this. I’m on win11 pro latest updates as of 2026/07/03. Painter is installed on a 2tb gen4 nvme (its my OS drive) and my work files are done on a gen5 samsung pro 9100 drive. Previously saving files was fairly quick, even files over 5gb in size. But now when I save I have to wait as it hangs for a while (1-1.5 minutes) before the save completes. This only happens on large files that is over 1gb in size. When I exit after working, then it also hangs a while before closing, or it just hangs indefinitely and I have to force close painter with task manager. I’m unsure if it is a windows issue, or gpu driver issue, or painter issue. My drivers are up to date. Latest Nvidia studio drivers (v.610.62) through nvidia app. Nvidia app overlays are disabled and no performance settings for apps are done through the nvidia app. System: r9 9950x3d, 64gb ddr5, Rtx 5070ti and above mentioned nvm
Hello! I can’t find dynamic stroke menu in my brush settings. As an example I selected Dirt 1 brush. I remember it was present in the Alpha section of the brush settings. I am using Substance Painter 12.1.0
When I use a FBX file it uses correctly the Material Name that is assigned to the Mesh:Assignment in the Maya Model file:When I use a USD file it uses the Shading Group not the Sader as a Name: I checked my USD and the Shader is still assigned: It would be great to have only one way of naming here either for both the material name or for both the shading group name, but mixed is confusing our pipeline when exporting the texture files. Thank you!Best regards,Timo
Windows 11 | Painter 11.1.3 | Nvidia GeForce RTX 3080Ti | 128 GB RAM | ADM Ryzen 9 5900X 12 Core When I create a new File I set a OCIO (Custom, ACES 1.2 or ACES 2.0 doesn’t matter). Then I load in external texture files and set their Output color space. It doesn’t matter if I set this manually or automatic via OCIO rules All good and works like that:After saving and reopen the file I lose all the “Output color space” OCIO rules/settings. It displays not compatible and only the defaults are available. When I check the Project Configuration it is still using the correct OCIO file and there is also no Error/Warning in the LOG: Does anyone else has this issue? It is a critical Bug in our case because textures load wrong and are not correctly exportet. Also it is very confusing. Sadly we can’t go to Painter Version 12 yet because of the python version switch. Best regards,Timo
I’m trying to bake a single UDIM as I want to adjust the cage size for that specific part. I untick all the other UDIMs. Though when I press bake I get an instant crash report. It seems to only work if all UDIMs are selected.I also have GPU and Raytracing unchecked. It’s frustrating as this is forcing me to use Marmoset for my baking.
Hi, I was wondering, is it possible to mirror a layer after it's been painted? I have accidentally painted several layers on one side of my model without mirroring turned on, and now wish to flip those strokes over to the other side also. Is there any way to do this? I've tried adding a Mirror Filter to each layer, but it doesn't work and acts strangely, almost as if it's expecting my UVs to be perfectly symmetrical as well, which they're not, as the model was packed arbitrarily; i.e the UVs are the same on both sides, but not laid out symmetrically. Appreciate any thoughts on this. Thanks,Seán
I have finally saved up enough money to purchase a perpetual license for Adobe Substance Painter but because we are halfway through the year i want to wait for 2027 to buy it to get more updates out of my purchase. Will 2027 follow the same model? Thanks
updated my drivers to the latest and tested it in two different computers. the maxfrontal distance cage preview does not update in realtime when dragging the slider. you have to hover over the viewport before it updates
Currently, the Texture sets are clearly distinct UV maps. This suggestion would add the possibility to merge those together at export, instead of having multiple sets of maps. EDIT : I've merged a similar user idea thread with this one. This way, the feature suggestion will have more upvotes, therefore more visibility on our side. This thread has been created in regards to a future QOL (Quality Of Life) release. We’re trying to prioritize users’ needs; therefore, your voice is very important! Please write your feedback below and don’t forget to vote for your favorite suggestions!All shared images are purely for visualization and not functional features.
Hello everyone, I looked online and seem not to find a answer to my question. Is it possible to make a displacement/Height map from your normal map on SP? Heres a example; you purchase a premade high rez basemesh that includes texture and normals but would like to use the high frequency details from the normals in zbrush but zbrush does not use normals maps. So now you need to convert the normals map into Height/displacement maps and how would you go about doing so in SP? I hope to hear from your soon and thank you in advance.
Basically the title, I was painting along, happy as can be until suddenly the lag attacked. It takes anywhere form 3-20 minutes to compute a single stroke of the paintbrush.I've uninstalled and reinstalled on my fast SSD.I've updated my windows preferences to both Best Performance on Power Settings and Best Performance on Substance Painter specifically.I have "Saved and Reduced File Size"I have upped my cache limit to the max and also moved all caches, preview, and temp files to my SSD.I have tried only working on one layer at a time.I have reduced the resolution of my UVs to 1k for the main body texture and 512 and 256 for the eyes. I have Sparse Vrtual Texture enabled/Hardware support acceleration. I don't feel like my model is particularly super detailed or layered compared to other Subtance projects I see. Processor: AMD Ryzen 5 2600 Six-Core ~3.4GhzMemory: 64GM DDR4DirectX 12 When running performance tests while it was trying to compute a brush stroke it was using 6
Photoshop Export fails when a Black Mask is present in Substance Painter 12.1.0Environment Adobe Substance 3D Painter 12.1.0 Photoshop Export plugin 1.1.9 Windows 11 Adobe Photoshop (latest Creative Cloud version) IssueAfter updating from Substance Painter 12.0.3 to 12.1.0, Photoshop Export no longer works if a layer has a Black Mask.Regular texture export works correctly. Only Export to Photoshop fails.The issue is reproducible even in a brand-new project.Steps to Reproduce Create a new project. Add a Fill Layer. Add a Black Mask to the Fill Layer. Click Export to Photoshop. The export fails. Expected ResultThe Photoshop (.psd) file should be created normally, including the layer masks.Actual ResultThe export stops while generating the temporary mask PNGs.The log shows:[Plugin - photoshop-export] An error occurred while exporting map "..._mask.png"[MapExporter] Nothing could be exported from the Material Stack:[MapExporter] Channel "Blending mask" cannot be used with
※ Sorry if there are any parts that are not correct as I am using a translation tool.I am always lagging when I rotate or move by entering alt + LeftClick , RightClick , MiddleClick keys in the latest SubstancePainter. I have been suffering from this problem for the past 6 months.I thought it might be a problem with my computer, but it is not.Old PC i7-12700 rtx3070 mem64gbNew PC Core Ultra 7 265F rtx 5070 mem64gbPC at work similar to the above specs and the same phenomenon is happening on all computers.So I installed Substance Painter 2022 (8.3.1) which I bought on Steam and tested it, but there was no problem at all. (Attached video)I also installed 8.3.1 with AdobeCreativeCloud and had no problem.I do not know how to solve this problem. What should I do ...Translated with DeepL.com (free version)
How come the Curvature generator, using a seamless curvature map (out of Marmoset), creates visible UV Seams with no way of fixing this?
I want to use the Zbrush to Painter bridge plugin but the Substance 3D painter plugin folder is blank. I have updated all apps and maxon on my end but the folder is still always blank and the Zbrush send to painter button just opens Painter and does nothing. What do I need to do to get the bridge plugin working from Zbrush to Substance painter?
This started happening randomly yesterday on projects i had just worked on. Everything else works but it just crashes after reimport, when seeing the log it shows that it was imported succesfully then it crashes. The log shows no useful info about the crash. If i import the mesh again and again with the same material it works but if i reimport the mesh with another material it crashes. This happens on every project.
Hi,I textured the model, which I created with 3 different material IDs and a single UV map, in the substance painter program. When exporting, I want to combine these texture sets into a single UV map. Substance painter creates 3 separate texture files even though 3 different texture sets are included in the same uv map. Isn't it possible to create the texture of this object in a single texture set? Having 3 different textures causes the file size of the project to increase, I want to avoid this.thank you!
After updating Substance Painter from version 12.0.3 to 12.1.0, all anchor points connected to material channels no longer return the correct anchor mask. Instead, they produce a completely black mask, even though the anchor levels indicate that the values are within the expected range and are not actually black.This issue did not occur in version 12.0.3 and appears to have been introduced with the update to 12.1.0.Expected anchor mask:Expected anchorReturned anchor in material color channel:Returned anchorAnchor values in material color channel:Anchor valuesAnchor values in mask:Anchor values
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